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Author Topic: Light & Shadow Block Review  (Read 79903 times)

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April 22, 2010, 04:37:21 PM
Reply #105

Thranduil

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Re: Light & Shadow Block Review
« Reply #105 on: April 22, 2010, 04:37:21 PM »
With Faramir, Captain of Gondor you can start this Boromir for free.  Think about that...
There are more ridiculous starting fellowships in Expanded. (This block would, by the way, rotate out King block in Standard).

Should be "...Boromir loses all keywords and cannot gain keywords."
Fair point.

This is why you need to be very clear.  Do you mean the minion loses all game text AND keywords or just keywords?  Also, perhaps make it an "or" instead of an "and" event?
No, it says "lose all game text keywords". Like Northwoman (except with the errata'd word "game text".

Translated: Pay [6], heal everyone in your fellowship.  Way, WAY too good.
I can pay [3] to heal each companion in my fellowship with Farewell to Lorien. But this one has always been the problem one of that cycle. Might tag on a resistance requirement.

Do you intend for the [Gondor] ring-bearers to be able to bear 4 of these?
Well, it can be borne by any companion, but yes it should have a limit 1 per bearer. I often forget that, and kind of assume it sometimes. :whistle:

True, but most of those require at least some card commitment.  This one gives you a great benefit no matter what ring-bearer you're playing with.  In essence, there's no reason for any deck to not use this card.  Plus, what can the shadow player do against it?
Play corruption? Play any number of the massive Shadow events in the block with all the twilight provided? I can understand your point, but I'm not sure it's any worse than other cards. But again I might tag on a resistance requirement, or limit it to unbound companions.

April 22, 2010, 04:58:38 PM
Reply #106

simplegarak

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Re: Light & Shadow Block Review
« Reply #106 on: April 22, 2010, 04:58:38 PM »
[3]Éomer, Éadig [Rohan]
Companion • Man
Str: 7
Vit: 3
Res: 7
Each other [Rohan] companion's twilight cost is -1.
While Éomer is assigned to a skirmish, each other [Rohan] companion with resistance 3 or more is strength +1.
L C 129

Dang!  Let's see... bid a 0.  I can start:
Ring-bearer
This Eomer
An Elite Rider or one of the many Theodens
Aldred, Eored Soldier
Theodred, Second Marshal of the Mark

5 companion starting fellowship?  Yes please!

[2] Valiant Companions [Rohan]
Event • Skirmish
Spot a [Rohan] companion to make an unbound companion strength +2 (and exert a minion that companion is skirmishing if he or she has resistance 3 or more).
L U 139

Just seems wrong that with that title, this card has NOTHING to do with valiant companions.  :-|

[2]Haldir, Naith Leader [Rohan]
Companion • Elf
Str: 6
Vit: 3
Res: 6
Valiant.
While you can spot a valiant companion, Haldir's twilight cost is -1.
B C 78

Hmmm... I think I could work this guy into my earlier fellowship, letting me start with 6.  Yep, if I use Theoden, Tall and Proud.
« Last Edit: April 22, 2010, 05:08:18 PM by NateWinchester »

April 22, 2010, 05:06:33 PM
Reply #107

simplegarak

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Re: Light & Shadow Block Review
« Reply #107 on: April 22, 2010, 05:06:33 PM »
There are more ridiculous starting fellowships in Expanded. (This block would, by the way, rotate out King block in Standard).

Was this the set that you were or were not planning on rotation? (sorry, losing track)

I'd actually like to see some of those more ridiculous starting fellowships.

No, it says "lose all game text keywords". Like Northwoman (except with the errata'd word "game text".

Sorry, hadn't realized they had changed the errata'd on it.  Obviously, go with what's standard.

I can pay [3] to heal each companion in my fellowship with Farewell to Lorien. But this one has always been the problem one of that cycle. Might tag on a resistance requirement.

Yeah, except Farewell to lorien requires you to spot an elf and might not heal everyone.  Your card would heal every fellowship regardless.

Play corruption? Play any number of the massive Shadow events in the block with all the twilight provided? I can understand your point, but I'm not sure it's any worse than other cards. But again I might tag on a resistance requirement, or limit it to unbound companions.

Yeah, an unbound limit might help a lot.  And corruption is like... the only hope of a shadow player with this card out there.

April 22, 2010, 05:14:49 PM
Reply #108

Thranduil

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Re: Light & Shadow Block Review
« Reply #108 on: April 22, 2010, 05:14:49 PM »
This DC block is supposed to continue on from Hunters block, the direction I would have taken the game afterwards. This means King block rotates out with the release of Light & Shadow, and Reflections probably rotates with Back to the Light.

I'd actually like to see some of those more ridiculous starting fellowships.
RB (0)
Pippin, In the Bloom of Health [1]
Merry, In The Bloom of Health [1]
Farmer Maggot, Hobbit of the Marish [1]
Quickbeam, Bregalad (0)
Skinbark, Fladrif [1]
Host of Fangorn (0)
Ent Horde (0)

That's 8 companions without really thinking. Play Rosie Cotton, Barmaid or Fatty and you've got 9. My favourite is to go halfway with that lot: Pippin, Merry, Bregalad and Huorn or Leader of Men.

And there's already the one with Faramir, Captain of Gondor, Strider, some other [Gondor] companion, 4 Ranger of the White Tree and whatever else you feel like.
« Last Edit: April 22, 2010, 05:24:20 PM by Thranduil »

April 22, 2010, 05:29:14 PM
Reply #109

simplegarak

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Re: Light & Shadow Block Review
« Reply #109 on: April 22, 2010, 05:29:14 PM »
[1]Pippin, Thain of the Shire [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 8
Unyielding. Valiant. (Pippin's resistance is not reduced by the number of burdens).
While you can spot 4 companions with resistance 8 or more, Pippin is strength +3 and cannot take wounds in skirmishes.
L U 154

You make him unable to be wounded at the same time you make it harder to overwhelm him?  Very very bad.  Only 1 wound per skirmish at least.

[2]Sam, The Stout-hearted [Shire]
Companion • Hobbit
Str: 3
Vit: 4
Res: 10
Ring-bound. Valiant. Unyielding. (Sam's resistance is not reduced by the number of burdens).
Sam cannot be affected by Shadow events that affect only one companion.
L R 158

Maybe just "Sam can't be targeted by Shadow events"?

[2] Help of Many [Shire]
Event • Fellowship
To play, spot a [Shire] companion.
Exert any number of companions with resistance 15 or more to heal the Ring-bearer the same number of times and remove the same number of burdens.
T R 91

Should be either healing or burdens (or some combination).  Otherwise, you could exert to heal 9 wounds and remove 9 burdens.

[3]Faramir, Defender of the Halflings [Shire]
Companion • Man
Str: 7
Vit: 3
Res: 7
Ring-bound.
At the start of the maneuver phase, you may exert Faramir and another [Shire] or [Gondor] companion to cancel a minion's game text until the regroup phase.
B U 94

Isn't it "remove a minion's gametext and make them unable to gain gametext? (Phial of Galadriel, Star-glass)

[2] Rise of the Ents [Shire]
Condition • Support Area
While you can spot 2 [Shire] companions with resistance 8 or more, each unhasty companion may be assigned to skirmishes.
Maneuver: Discard this condition and spot a [Gandalf] companion to discard an engine from play.
B U 97

As stated before: maybe just streamline it to "all companions lose unhasty".

April 22, 2010, 05:38:39 PM
Reply #110

simplegarak

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Re: Light & Shadow Block Review
« Reply #110 on: April 22, 2010, 05:38:39 PM »
This DC block is supposed to continue on from Hunters block, the direction I would have taken the game afterwards. This means King block rotates out with the release of Light & Shadow, and Reflections probably rotates with Back to the Light.

I'd actually like to see some of those more ridiculous starting fellowships.
RB (0)
Pippin, In the Bloom of Health [1]
Merry, In The Bloom of Health [1]
Farmer Maggot, Hobbit of the Marish [1]
Quickbeam, Bregalad (0)
Skinbark, Fladrif [1]
Host of Fangorn (0)
Ent Horde (0)

That's 8 companions without really thinking. Play Rosie Cotton, Barmaid or Fatty and you've got 9. My favourite is to go halfway with that lot: Pippin, Merry, Bregalad and Huorn or Leader of Men.

Neat.

And there's already the one with Faramir, Captain of Gondor, Strider, some other [Gondor] companion, 4 Ranger of the White Tree and whatever else you feel like.

Actually... no you can't.  Ranger of the White tree requires cost 3 UNBOUND companion.  Wait... were you thinking of Halbarad?  After that, you couldn't play anything else unless they too were free.

With your set up, you could replace Halbarad with Boromir and any ring-bearer, would make for a lovely Noble Leaders deck wouldn't it?  Or throw Halbarad into that deck anyway, you would still have 1 twilight available.  :mrgreen:

April 22, 2010, 05:50:21 PM
Reply #111

Thranduil

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Re: Light & Shadow Block Review
« Reply #111 on: April 22, 2010, 05:50:21 PM »
Actually... no you can't.  Ranger of the White tree requires cost 3 UNBOUND companion.  Wait... were you thinking of Halbarad?  After that, you couldn't play anything else unless they too were free.

With your set up, you could replace Halbarad with Boromir and any ring-bearer, would make for a lovely Noble Leaders deck wouldn't it?  Or throw Halbarad into that deck anyway, you would still have 1 twilight available.  :mrgreen:
Yeah that's right, you need Halbarad. I knew you needed another [Gondor] companion, but I couldn't remember which one. And I think there might be another one where this works...

Yeah it's:

Frodo RB (0)
Faramir, CoG [3]
Halbarad [1]
Strider (0)
4 Ranger of the White Tree (0)

also 8 companions.

And you mentioned Noble Leaders - Boromir, BoC, Faramir, CoG, Strider & Denethor, LoMT has got to be one of the most ridiculous fellowships you've ever seen. In the case of my Steward's Heir, you can even lose the BoC, which I think is quite cool.

But like I said, you basically expect that in Expanded. Perhaps, because the Éadig combo you pointed out is all standard, it should be restricted to guys who cost [3] or [2].

April 22, 2010, 06:07:12 PM
Reply #112

simplegarak

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Re: Light & Shadow Block Review
« Reply #112 on: April 22, 2010, 06:07:12 PM »
We're going to do some sites before Shadow cards (sites are always a drag to end on).

(W)Galadriel's Glade [1]
Forest. Each player must keep the top card of their draw deck face up.
L U 206

Seems weird to have a site of the same name and not have this be a functional reprint of it.

(W)The Golden Wood [3]
Forest. Each time a companion with resistance 7 or more is about to take a wound in skirmish, prevent that wound.
L U 207

Maybe just "1 wound per skirmish"?  Otherwise, pathfinding fellowships could run invincible most of the time.

TW (4, 0/3/1)
(W)Pelennor Grassland [1]
Plains.
Each card gains toil 1.
T U 117

Same question as with the glade.

(W)Silverlode Banks [2]
River.
When the fellowship moves to and from this site, each player shuffles his or her draw deck.
T U 119

And again, and for the next 3 repeats as well.

Just curious why so many of them have very little to do with original flavor.

April 22, 2010, 06:11:42 PM
Reply #113

simplegarak

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Re: Light & Shadow Block Review
« Reply #113 on: April 22, 2010, 06:11:42 PM »
Actually... no you can't.  Ranger of the White tree requires cost 3 UNBOUND companion.  Wait... were you thinking of Halbarad?  After that, you couldn't play anything else unless they too were free.

With your set up, you could replace Halbarad with Boromir and any ring-bearer, would make for a lovely Noble Leaders deck wouldn't it?  Or throw Halbarad into that deck anyway, you would still have 1 twilight available.  :mrgreen:
Yeah that's right, you need Halbarad. I knew you needed another [Gondor] companion, but I couldn't remember which one. And I think there might be another one where this works...

Yeah it's:

Frodo RB (0)
Faramir, CoG [3]
Halbarad [1]
Strider (0)
4 Ranger of the White Tree (0)

also 8 companions.

And you mentioned Noble Leaders - Boromir, BoC, Faramir, CoG, Strider & Denethor, LoMT has got to be one of the most ridiculous fellowships you've ever seen. In the case of my Steward's Heir, you can even lose the BoC, which I think is quite cool.

But like I said, you basically expect that in Expanded. Perhaps, because the Éadig combo you pointed out is all standard, it should be restricted to guys who cost [3] or [2].

Yes, I remember those decks (even played one for a little while).

I don't know... there's a reason I just gave up after bloodlines... things were getting too ridiculous and I sort of like expanded.  Well... I could understand Fellowship rotating out because it was so OP with some things but Towers just made me sad.

April 22, 2010, 06:16:07 PM
Reply #114

Thranduil

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Re: Light & Shadow Block Review
« Reply #114 on: April 22, 2010, 06:16:07 PM »
Seems weird to have a site of the same name and not have this be a functional reprint of it.
If I'm being honest, the game text was written first. Then I trawled through the old sites to find which titles I could reuse. It doesn't bother me that much though - I think the flavour matches pretty well, and I got tired of seeing new site titles all the time when most of the sites in the game had become redundant.

April 22, 2010, 06:17:51 PM
Reply #115

simplegarak

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Re: Light & Shadow Block Review
« Reply #115 on: April 22, 2010, 06:17:51 PM »
Seems weird to have a site of the same name and not have this be a functional reprint of it.
If I'm being honest, the game text was written first. Then I trawled through the old sites to find which titles I could reuse. It doesn't bother me that much though - I think the flavour matches pretty well, and I got tired of seeing new site titles all the time when most of the sites in the game had become redundant.

I think it would be pretty bold to have a set with NO sites (or very very few, even a major set).

April 23, 2010, 10:18:20 AM
Reply #116

simplegarak

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Re: Light & Shadow Block Review
« Reply #116 on: April 23, 2010, 10:18:20 AM »
(0) Grisly Ambitions [Gollum] (SH)
Event • Response
When you play this card, you may foresee 2 (look at the top 2 cards of your draw deck; you may replace them on top of or beneath your draw deck in any order).
If the Ring-bearer is about to take a wound (or a burden in place of a wound), exert Gollum or Sméagol to add a burden.
"‘But if we was master, then we could help ourselfs, yes, and still keep promises.'"
L U 54

Wording sounds weird (like you're replacing the wound with something).  Maybe rephrase to: "If the ring-bearer just took a wound (or a burden instead of a wound), ..."

(0) We Wants It! [Gollum] (SH)
Event • Skirmish
Make Gollum strength +2 (or strength +4 if the Ring-bearer is wearing The One Ring).
"‘Lord Sméagol? Gollum the Great? The Gollum?'"
L C 62

Maybe make this a [Gollum] minion just so Shelob gets SOME love?

TW (8, 3/2/2)
[X] Craving the Ring [Gollum] (SH)
Event • Response
(You choose the value of [X]. Except when you play this card, its twilight cost is (0)).
Search. Twilight.
If the Ring-bearer puts on The One Ring, spot Gollum to exert the Ring-bearer X times and make Gollum strength +X until the regroup phase.
T R 24

Wait... I'm confused.  Or... no I think I get it.  Why don't you just phrase it like All Life Flees?  Make it 0 cost and say: "If the ring-bearer puts on the One Ring, spot Gollum and remove [X] to..."

[8] Dirty Tricks [Gollum] (SH)
Event • Regroup
When you play this card, you may exert any number of [Gollum] characters to make this card's twilight cost -2 for each character you exerted in this way.
Make the move limit -1.
T U 25

Might just make this a Toil 2. card with text saying you can exert Smeagol to make the card an additional -2 (if I am assuming correctly that is your goal).  Also, do you intend to make this card usable by any culture?  You don't even need anyone alive in the regroup phase, any shadow deck can just stop any fellowship.  In fact, you don't need to play anything.  You could have a 7 card fellowship hand with this one, have the fellowship move once, regroup phase: stop them cold.  Games would get kind of boring as whoever is in the lead and gets their 4 copies of this card first would win every time - regardless of any deck design.

(0) Searching for the Precious [Gollum] (SH)
Event • Shadow
Search.
Choose one: play Gollum from your draw deck or discard pile; or spot Gollum to take into hand a search card from your discard pile.
T U 30

Maybe just rephrase: "Play Gollum from your drawk deck or discard pile (or if you can spot Gollum..."

[1] Shelob's Web [Gollum] (SH)
Possession • Support Area
Response: If your minion is killed or discarded and you cannot spot 3 cards stacked here, exert a [Gollum] minion to stack that minion here.
Skirmish: Discard a minion stacked here to choose one: make a [Gollum] minion strength +2; or play a [Gollum] minion from your discard pile.
B C 39

Wait... this thing is confusing rule wise.
1) If a [Gollum] minion is about to be killed or discarded, can it exert to stack itself?
2) How does this apply if the freep player stops?  Do you get to exert your [Gollum] minions to stack minions on there before they are discarded as a game effect?
« Last Edit: April 23, 2010, 12:15:59 PM by NateWinchester »

April 23, 2010, 11:19:59 AM
Reply #117

Thranduil

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Re: Light & Shadow Block Review
« Reply #117 on: April 23, 2010, 11:19:59 AM »
Wait... I'm confused.  Or... no I think I get it.  Why don't you just phrase it like All Life Flees?  Make it 0 cost and say: "If the ring-bearer puts on the One Ring, spot Gollum and remove [X] to..."
They function the same, but this way is much more elegant. Also, it allows me to reference these scaling cards, as you'll see when I post the [Sauron] culture.

Might just make this a Toil 2. card with text saying you can exert Smeagol to make the card an additional -2 (if I am assuming correctly that is your goal).  Also, do you intend to make this card usable by any culture?  You don't even need anyone alive in the regroup phase, any shadow deck can just stop any fellowship.  In fact, you don't need to play again.  You could have a 7 card fellowship hand with this one, have the fellowship move once, regroup phase: stop them cold.  Games would get kind of boring as whoever is in the lead and gets their 4 copies of this card first would win every time - regardless of any deck design.
You're probably right - it's too good in a minionless deck or something. It's supposed to be without enforcement. As I said I think earlier, there's too much cultural enforcement in the game, in my view, and it's harming deckbuilding. This is a whole cycle of cards with the only enforcement being toil. What I will probably do is allow a prevention.

Wait... this thing is confusing rule wise.
1) If a [Gollum] minion is about to be killed or discarded, can it exert to stack itself?
2) How does this apply if the freep player stops?  Do you get to exert your [Gollum] minions to stack minions on there before they are discarded as a game effect?
I think the answer to both of those questions is yes. I'm not certain, but I think so.

You do know how to ask difficult questions though! :P

April 23, 2010, 12:14:58 PM
Reply #118

simplegarak

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Re: Light & Shadow Block Review
« Reply #118 on: April 23, 2010, 12:14:58 PM »
They function the same, but this way is much more elegant. Also, it allows me to reference these scaling cards, as you'll see when I post the [Sauron] culture.

lol I think we may have different views on what's elegant.  Can you at least give me an idea of the mechanic you intend toward the "scaling" cards?

You're probably right - it's too good in a minionless deck or something. It's supposed to be without enforcement. As I said I think earlier, there's too much cultural enforcement in the game, in my view, and it's harming deckbuilding. This is a whole cycle of cards with the only enforcement being toil. What I will probably do is allow a prevention.

Whereas I'm always one looking for further culture reinforcement.  :mrgreen:
Of course, part of me remembers the early nightmares where decks ran wild with just the most powerful cards of each culture thrown in and how crazy it was to fight them.  It wasn't just for flavor that Decipher started reigning in rainbow fellowships.  ;)  Still, you have to remember that with no enforcement, ANY deck will be able to use the card, which means you either need to make them weak, especially if the culture does something similar already.  In this case, why bother with all these conditions etc etc to reduce the move limit when I can just throw this card?  Maybe make them very weak universals that get a bonus (well, more than the toil) if cultures match or make them very, VERY easily preventable unless you have a culture match.

I think the answer to both of those questions is yes. I'm not certain, but I think so.

You do know how to ask difficult questions though! :P

Can you tell I used to be a tournament director?  Every time a card came out my first thought was almost always: "Ok, now how can an idiot screw this up."  #-o

April 24, 2010, 04:39:22 PM
Reply #119

simplegarak

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Re: Light & Shadow Block Review
« Reply #119 on: April 24, 2010, 04:39:22 PM »
[2] Breeland Herald [Men]
Minion • Man
Str: 6
Vit: 1
Sit: 2
Traitor.
At the start of each skirmish involving this minion, you may reveal the top card of your draw deck. If it is a [Wraith] card, you may make each companion (except the Ring-bearer) resistance -2 until the regroup phase.
"The Men of Bree were brown-haired, broad, and rather short…"
L U 82

Maybe add 1 other culture (like his own) just to expand his use a little.

[X] Breeland Spy [Men]
Minion • Man
Str: 6
Vit: 2
Sit: 2
Traitor.
This minion's twilight cost is X, where X is the current region number.
"‘But you'll find maybe that more folk than old Harry at the gate will be asking you questions. There's queer folk about.'"
L R 85

I dunno... I'm not a big fan of those shadow sides which can't close the deal late game.

[4] Dunland Outrider [Men]
Minion • Man
Str: 9
Vit: 3
Sit: 4
Tracker. Aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each time you play a tracker minion, you may foresee 1. (To foresee 1, look at the top 1 card of your draw deck; place that card on top of or beneath your draw deck).
L U 90

I'm trying to remember, is a character "currently skirmishing" one that is "assigned to a skirmish"? (for some reason, I think not, but it has been awhile).  In which case, Aggressors without Lurker are kind of useless unless you manage to get out a whole lot of them (which means you have less shadow in hand for them to even help out).  In other words, I don't see any cause for aggressor to be used over Ambush [X].

[3] Dunland Runner [Men]
Minion • Man
Str: 9
Vit: 2
Sit: 4
Tracker.
While you can spot a companion with resistance 5 or less, this minion is an aggressor. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
L C 91

Like this guy.  Aggressor just doesn't strike me as something that powerful that it needs such a punishing trigger.  I'd rather this guy be "Ambush [2] for each companion with resistance 5 or less".

[1] Sinister Inquiries [Men]
Condition • Support Area
Search.
Maneuver: Discard this condition and spot a companion with resistance 5 or less to take into hand a [Men] event from your draw deck.
"‘What may your names be, might I ask?'"
L U 95

Condition becomes useless if you've already cleaned out your draw deck.  Might add discard pile retrieval and keep the draw deck retrieval if you can spot the resistance.

(0) Spies From the South [Men]
Event • Response
Search.
If the Ring-bearer puts on The One Ring, spot a [Men] minion to discard the Free Peoples player's hand or the top 5 cards of their draw deck.
"‘There's a party that came up the Greenway from down South last night - and that was strange enough to begin with.'"
L U 97

Do you know why the ringwraith equivalent events were hardly ever played?

[8] The Wrong Attention [Men]
Event • Skirmish
This event's twilight cost is -1 for each Shadow culture you can spot.
Discard a companion with resistance 5 or less skirmishing a [Men] minion.
"‘Why did you do that? Worse than anything your friends could have said! You have put your foot in it! Or should I say your finger?'"
L R 99

Bordering between useless and OP, especially since it can hit the ring-bearer and cause all kinds of rules headaches.  I'd at least put in a "if a companion lost a skirmish..." just to keep it a little balanced.

[4]Wulf, Warrior of Dunland [Men]
Minion • Man
Str: 10
Vit: 2
Sit: 4
Fierce.
While you can spot a [Men] minion, Wulf's twilight cost is -2 during the skirmish phase.
Response: If a minion wins a skirmish, play Wulf from your hand; he is damage +1 until the regroup phase.
L C 100

Yay!  Totally useless minions! XD

[6]Desert Lord, Southron Captain [Men]
Minion • Man
Str: 11
Vit: 3
Sit: 4
Archer. Besieger.
While you can spot a companion with resistance 5 or less, each other [Men] and besieger minion is strength +1 (and an archer if that companion is corrupted). (Companions with resistance 0 are corrupted).
T R 52

I'd switch the icon and besieger just to make it a little clearer on text.

[3] Dunlending Assailant [Men]
Minion • Man
Str: 8
Vit: 1
Sit: 4
Besieger.
While you can spot a companion with resistance 5 or less, this minion cannot take wounds.
T C 54

Again, flat out invincibility is no fun.  I mean it's one thing to fighting someone in armor or using a card to keep a minion alive, but to have something like damage +20, beat the guy 11 to 8 and have nothing happen at all?  It's just enraging.

[4]Freca, Dunlending Chieftain [Men]
Minion • Man
Str: 9
Vit: 1
Sit: 4
Aggressor. Besieger. Fierce. (For each of your aggressor minions assigned to a skirmish, each Shadow card you play is twilight cost -1).
Each time Freca wins a skirmish, you may play a minion from your hand; that minion is fierce until the regroup phase.
T C 55

You do intend for that to be ANY minion?

[3]Great Mûmak of Harad [Men]
Possession • Mount
Str: +3
Vit: +1
Bearer must be a [Men] minion or Southron.
Each companion (except the Ring-bearer) is resistance -2.
If this possession is discarded, wound bearer and the companion bearer was skirmishing.
T R 56

Should be "..and ANY companion bearer was skirmishing." just for clarity.

[X] Mûmakil Towers [Men]
Event • Maneuver
(You choose the value of X. Except when you play this card, its twilight cost is 0).
Engine.
Spot a [Men] minion to add X threats.
T U 58

More or less what I said before.

BL (10, 4/3/3)
[1] Betrayed [Men]
Condition • Unbound Companion
Res: -2
To play, spot a [Men] or traitor minion.
B C 56

Well this just made the non RB Isildur unplayable.

(0) Informers of the Enemy [Men]
Condition • Support Area
When you play this condition, you may foresee 2. (To foresee 2, look at the top 2 cards of your draw deck; place any number of those cards on top of your draw deck in any order, and the rest beneath your draw deck in any order).
Maneuver: Spot a traitor character and discard this condition to reveal the top card of your draw deck. If that card is a Shadow card, reveal the Free Peoples player's hand and discard a revealed Free Peoples card.
B R 59

Binder fodder.

[1] Planned Ambush [Men]
Condition • Support Area
Shadow: Exert a [Men] minion and either an [Orc] or [Wraith] minion to add a [Men] token here.
Skirmish: Remove a [Men] token here to add [2].
B C 60

Maybe add "or discard this condition" on there just to give it some added omph for site 9.